7drl

It is finally done. The final day was more productive than we expected. The content might not be perfectly balanced, since most of it was added during the last few hours. The first days were not very productive, so we had to hurry during the last few days and most of the code is just tangled spaghetti code and dirty hacks, but it works.

The game was made with Typescript and Purescript. Most of the problems we encountered happened because part of the gameplay mechanics were implemented in Typescript and the rest of them were implemented in Purescript and they were not playing nicely together. If we could start again, we would implement the whole game either in Typescript or in Purescript and use yendor.ts instead of rot.js.

Equipment system is done. The player can die now and the guards can die also. We still need to do level changing. The player will be able to escape the map after collecting 50% of the loot and go to a new level. We might add a shop between the levels, where you can buy and sell items.

Today we added line of sight, path finding, new tiles, guard AI and skills. Guards can be patrolling, standing in one spot, or sleeping. There is a gray question mark above the guard when there is a possibility, that the guard can see you. Yellow question mark means that the guard is suspicious and will investigate. Red exclamation point means alert. Civilians will have the same states, but they will run get to guards when in alert state, instead of chasing the player. We started working on inventory and equipment, but those are still unfinished.

During day 5 we will probably finish inventory and start working on combat and stealth mechanics.

Not much happened today. We improved jumping and you can now grab a ledge and pull yourself up. The map rendering was rewritten and it supports maps that are bigger than the screen. Next we will implement field of view and add path finding and AI to guards and peasants.